Misc stealth and box changes (#11809)

* git mv

* Disable shader while box is open

* Hide entity menu / prevent examine

* fix recursion fix recursion fix recursion fix recursion

* Better visibility checks

* min and max visibility fields

* fix reference point
This commit is contained in:
Leon Friedrich
2022-10-15 17:15:25 +13:00
committed by GitHub
parent 8199d361c1
commit 6f4bb040e4
12 changed files with 222 additions and 52 deletions

View File

@@ -7,6 +7,7 @@ using Content.Client.Verbs;
using Content.Client.Viewport;
using Content.Shared.CCVar;
using Content.Shared.CombatMode;
using Content.Shared.Examine;
using Content.Shared.Input;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
@@ -20,6 +21,7 @@ using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
@@ -47,6 +49,7 @@ namespace Content.Client.ContextMenu.UI
private readonly VerbSystem _verbSystem;
private readonly ExamineSystem _examineSystem;
private readonly TransformSystem _xform;
private readonly SharedCombatModeSystem _combatMode;
/// <summary>
@@ -64,6 +67,7 @@ namespace Content.Client.ContextMenu.UI
_verbSystem = verbSystem;
_examineSystem = _entityManager.EntitySysManager.GetEntitySystem<ExamineSystem>();
_combatMode = _entityManager.EntitySysManager.GetEntitySystem<CombatModeSystem>();
_xform = _entityManager.EntitySysManager.GetEntitySystem<TransformSystem>();
_cfg.OnValueChanged(CCVars.EntityMenuGroupingType, OnGroupingChanged, true);
@@ -191,9 +195,24 @@ namespace Content.Client.ContextMenu.UI
var ignoreFov = !_eyeManager.CurrentEye.DrawFov ||
(_verbSystem.Visibility & MenuVisibility.NoFov) == MenuVisibility.NoFov;
_entityManager.TryGetComponent(player, out ExaminerComponent? examiner);
var xformQuery = _entityManager.GetEntityQuery<TransformComponent>();
foreach (var entity in Elements.Keys.ToList())
{
if (_entityManager.Deleted(entity) || !ignoreFov && !_examineSystem.CanExamine(player, entity))
if (!xformQuery.TryGetComponent(entity, out var xform))
{
// entity was deleted
RemoveEntity(entity);
continue;
}
if (ignoreFov)
continue;
var pos = new MapCoordinates(_xform.GetWorldPosition(xform, xformQuery), xform.MapID);
if (!_examineSystem.CanExamine(player, pos, e => e == player || e == entity, entity, examiner))
RemoveEntity(entity);
}
}

View File

@@ -63,13 +63,23 @@ namespace Content.Client.Examine
base.Shutdown();
}
public override bool CanExamine(EntityUid examiner, MapCoordinates target, Ignored? predicate = null)
public override bool CanExamine(EntityUid examiner, MapCoordinates target, Ignored? predicate = null, EntityUid? examined = null, ExaminerComponent? examinerComp = null)
{
var b = _eyeManager.GetWorldViewbounds();
if (!b.Contains(target.Position))
if (!Resolve(examiner, ref examinerComp, false))
return false;
return base.CanExamine(examiner, target, predicate);
if (examinerComp.SkipChecks)
return true;
if (examinerComp.CheckInRangeUnOccluded)
{
// TODO fix this. This should be using the examiner's eye component, not eye manager.
var b = _eyeManager.GetWorldViewbounds();
if (!b.Contains(target.Position))
return false;
}
return base.CanExamine(examiner, target, predicate, examined, examinerComp);
}
private bool HandleExamine(in PointerInputCmdHandler.PointerInputCmdArgs args)

View File

@@ -22,35 +22,48 @@ public sealed class StealthSystem : SharedStealthSystem
SubscribeLocalEvent<StealthComponent, BeforePostShaderRenderEvent>(OnShaderRender);
}
protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
public override void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
{
base.OnInit(uid, component, args);
if (!TryComp(uid, out SpriteComponent? sprite))
if (!Resolve(uid, ref component) || component.Enabled == value)
return;
sprite.PostShader = _shader;
sprite.GetScreenTexture = true;
sprite.RaiseShaderEvent = true;
base.SetEnabled(uid, value, component);
SetShader(uid, value, component);
}
private void SetShader(EntityUid uid, bool enabled, StealthComponent? component = null, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref component, ref sprite, false))
return;
sprite.Color = Color.White;
sprite.PostShader = enabled ? _shader : null;
sprite.GetScreenTexture = enabled;
sprite.RaiseShaderEvent = enabled;
if (!enabled)
{
if (component.HadOutline)
AddComp<InteractionOutlineComponent>(uid);
return;
}
if (TryComp(uid, out InteractionOutlineComponent? outline))
{
RemComp(uid, outline);
RemCompDeferred(uid, outline);
component.HadOutline = true;
}
}
protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
{
base.OnInit(uid, component, args);
SetShader(uid, component.Enabled, component);
}
private void OnRemove(EntityUid uid, StealthComponent component, ComponentRemove args)
{
if (!TryComp(uid, out SpriteComponent? sprite))
return;
sprite.PostShader = null;
sprite.GetScreenTexture = false;
sprite.RaiseShaderEvent = false;
sprite.Color = Color.White;
if (component.HadOutline)
AddComp<InteractionOutlineComponent>(uid);
SetShader(uid, false, component);
}
private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
@@ -61,9 +74,17 @@ public sealed class StealthSystem : SharedStealthSystem
// So we need to use relative screen coordinates. The reference frame we use is the parent's position on screen.
// this ensures that if the Stealth is not moving relative to the parent, its relative screen position remains
// unchanged.
var parentXform = Transform(Transform(uid).ParentUid);
var parent = Transform(uid).ParentUid;
if (!parent.IsValid())
return; // should never happen, but lets not kill the client.
var parentXform = Transform(parent);
var reference = args.Viewport.WorldToLocal(parentXform.WorldPosition);
reference.X = -reference.X;
var visibility = GetVisibility(uid, component);
// actual visual visibility effect is limited to +/- 1.
visibility = Math.Clamp(visibility, -1f, 1f);
_shader.SetParameter("reference", reference);
_shader.SetParameter("visibility", visibility);

View File

@@ -108,18 +108,34 @@ namespace Content.Client.Verbs
? Visibility
: Visibility | MenuVisibility.NoFov;
// Get entities
List<EntityUid> entities;
// Do we have to do FoV checks?
if ((visibility & MenuVisibility.NoFov) == 0)
{
var entitiesUnderMouse = gameScreenBase.GetEntitiesUnderPosition(targetPos);
bool Predicate(EntityUid e) => e == player || entitiesUnderMouse.Contains(e);
// first check the general location.
if (!_examineSystem.CanExamine(player.Value, targetPos, Predicate))
return false;
}
// Get entities
var entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize)
.ToList();
TryComp(player.Value, out ExaminerComponent? examiner);
// Then check every entity
entities = new();
foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize))
{
if (_examineSystem.CanExamine(player.Value, targetPos, Predicate, ent, examiner))
entities.Add(ent);
}
}
else
{
entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize).ToList();
}
if (entities.Count == 0)
return false;